BURIED: Use runLoadDialog/runSaveDialog instead of the old save/load code

This commit is contained in:
Matthew Hoops
2021-03-22 00:07:43 +01:00
committed by Eugene Sandulenko
parent 8de136a125
commit e9542e6e67
6 changed files with 6 additions and 68 deletions
-19
View File
@@ -260,25 +260,6 @@ bool FrameWindow::startNewGame(bool walkthrough, bool introMovie) {
return true;
}
bool FrameWindow::startNewGame(const Common::String &fileName) {
_gameInProgress = true;
_atMainMenu = false;
_vm->removeMouseMessages(this);
delete _mainChildWindow;
// Create Game UI window to kick things off
_mainChildWindow = new GameUIWindow(_vm, this);
_mainChildWindow->showWindow(kWindowShow);
setFocus();
((GameUIWindow *)_mainChildWindow)->startNewGame(fileName);
_vm->removeMouseMessages(this);
_vm->removeMouseMessages(_mainChildWindow);
return true;
}
bool FrameWindow::showDeathScene(int deathSceneIndex, GlobalFlags globalFlags) {
_gameInProgress = false;
_atMainMenu = false;
-1
View File
@@ -45,7 +45,6 @@ public:
bool showClosingScreen();
bool showFeaturesScreen();
bool startNewGame(bool walkthrough = false, bool introMovie = false);
bool startNewGame(const Common::String &fileName);
// TODO: startNewGame with continue data
bool showDeathScene(int deathSceneIndex, GlobalFlags globalFlags);
bool showCompletionScene(GlobalFlags globalFlags);
+6 -37
View File
@@ -25,6 +25,7 @@
#include "buried/biochip_right.h"
#include "buried/buried.h"
#include "buried/frame_window.h"
#include "buried/gameui.h"
#include "buried/graphics.h"
#include "buried/invdata.h"
@@ -37,6 +38,7 @@
#include "buried/sound.h"
#include "buried/video_window.h"
#include "common/error.h"
#include "common/keyboard.h"
#include "common/system.h"
#include "graphics/surface.h"
@@ -130,41 +132,6 @@ bool GameUIWindow::startNewGame(const Location &startingLocation) {
return true;
}
bool GameUIWindow::startNewGame(const Common::String &fileName) {
_doNotDraw = false;
showWindow(kWindowShow);
invalidateWindow(false);
_navArrowWindow->showWindow(kWindowShow);
_liveTextWindow->showWindow(kWindowShow);
_sceneViewWindow->showWindow(kWindowShow);
_inventoryWindow->showWindow(kWindowShow);
_bioChipRightWindow->showWindow(kWindowShow);
_sceneViewWindow->startNewGame(fileName);
return true;
}
bool GameUIWindow::loadGame() {
_doNotDraw = false;
// TODO;
return false;
}
bool GameUIWindow::loadGame(const Common::String &fileName) {
// TODO
return true;
}
bool GameUIWindow::saveGame() {
// TODO
return false;
}
bool GameUIWindow::changeCurrentDate(int timeZoneID) {
switch (timeZoneID) {
case 1:
@@ -341,7 +308,7 @@ void GameUIWindow::onKeyUp(const Common::KeyState &key, uint flags) {
_bioChipRightWindow->changeCurrentBioChip(kItemBioChipInterface);
_bioChipRightWindow->invalidateWindow(false);
_bioChipRightWindow->sendMessage(new LButtonUpMessage(Common::Point(50, 130), 0));
saveGame();
_vm->runSaveDialog();
return;
}
// Fall through
@@ -351,7 +318,9 @@ void GameUIWindow::onKeyUp(const Common::KeyState &key, uint flags) {
_bioChipRightWindow->changeCurrentBioChip(kItemBioChipInterface);
_bioChipRightWindow->invalidateWindow(false);
_bioChipRightWindow->sendMessage(new LButtonUpMessage(Common::Point(50, 130), 0));
loadGame();
if (_vm->runLoadDialog().getCode() == Common::kUnknownError)
((FrameWindow *)_vm->_mainWindow)->showMainMenu();
return;
}
// Fall through
-4
View File
@@ -49,11 +49,7 @@ public:
bool startNewGame(bool walkthrough = false);
bool startNewGameIntro(bool walkthrough = false);
bool startNewGame(const Location &startingLocation);
bool startNewGame(const Common::String &fileName);
// startNewGame(continue data, location struct);
bool loadGame();
bool loadGame(const Common::String &fileName);
bool saveGame();
bool changeCurrentDate(int timeZoneID);
bool flashWarningLight();
bool setWarningState(bool newState);
-6
View File
@@ -194,12 +194,6 @@ bool SceneViewWindow::startNewGame(const Location &startingLocation) {
return true;
}
bool SceneViewWindow::startNewGame(const Common::String &restoreFile) {
((GameUIWindow *)_parent)->loadGame(restoreFile);
invalidateWindow(false);
return true;
}
bool SceneViewWindow::showDeathScene(int deathSceneIndex) {
return ((FrameWindow *)(_parent->getParent()))->showDeathScene(deathSceneIndex, _globalFlags); // TODO: Inventory
}
-1
View File
@@ -55,7 +55,6 @@ public:
bool startNewGame(bool walkthrough = false);
bool startNewGameIntro(bool walkthrough = false);
bool startNewGame(const Location &startingLocation);
bool startNewGame(const Common::String &restoreFile);
bool showDeathScene(int deathSceneIndex);
bool showCompletionScene();